Aeson
Posts: 784
Joined: 8/30/2013 Status: offline
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quote:
How do I figure out if a particular resort is making or losing money? My understanding is that resorts make their money when tourists check in. As such, you can watch to see if passenger ships are carrying tourists to the resort. I could not tell you how to determine the profitability of a single resort, however, as I don't really know how much each tourist is billed on checking in, and my understanding of resort income may not be correct anyways. quote:
If it's not, are there any side benefits to keep in mindd? If your resort is built over a world with useful resources, it can serve as a mining station in addition to a resort base. If it's the only base in the system, it will grant you knowledge of everything that goes on within the system, and if you put a long range scanner on it it'll also give you sensor coverage of the area around it (and unlike monitoring stations, this base has a chance to cover its own upkeep), although since it's suggested that you put resorts close to colonies and colonies typically have nearby spaceports or starbases which often include long range scanners this is of debatable value. Having the resort there also prevents anyone else from establishing a resort there, although that may not be strictly beneficial. It may also be possible to use it as a refueling point if freighters will bring it more caslon/hydrogen than it needs in its fuel cells or if it's built over a fuel-bearing location and is equipped with gas extractors. Another side benefit is that it's a potential target for a hostile computer-controlled faction which is of little real strategic value. Also, just because it isn't valuable now doesn't necessarily mean that it won't be valuable later, if you have growing colonies in the area (or if there's the possibility of having large colonies in the area - for example a 90% size 30 ice planet that you can snag later in the game or when you find Naxxilians/Ugnari). quote:
Is the most efficient thing with a losert to Give it to a friend, scrap it...? Efficient in what way? Giving it to a friend only spares you the upkeep costs and can give you a 'disputed bases' diplomatic relations malus towards your friend if you haven't granted mining rights (and I'm not sure that mining rights actually cover resorts or other non-mining stations as I have never watched that closely to see what the computer builds if mining rights are granted), and also another diplomatic malus towards your friend due to foreign warships being present in your space if you haven't granted military refueling rights. The diplomatic malus won't matter if you're controlling relations manually, but may cause your advisers to suggest things like "attack our friend that we just gave a resort base to because we don't like that they have a base in our space" or "blow up the escort that our friend sent to patrol that base we just gave him because it's a foreign warship in our space without permission" or "initiate trade sanctions against our friend because they've ticked us off by accepting our gift of a base within our space." Plus, do you really want to saddle your friends with bases that don't at least break even? Scrapping it gives you a lump sum of money, which may or may not be worth anything to you at the point in the game where you're playing around with resorts. Gifting it to a pirate may make the base eligible for the "we found datacores in the wreck pointing to WQED at WGBH" or "we recovered 10,000 credits from the debris" events when you blow it up with a fleet, though I'm not certain. Giving it to an entity with which you are not friendly might boost relations and will saddle them with the upkeep for the station, and may help set up a pretext for war, if you're interested in justifying your wars (you sent warships into my space without my permission (after I gave you that nice shiny new resort base)! This means WAR!), though I don't think it has any effects on the diplomatic repercussions for issuing a declaration of war.
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